Designing games with a purpose
By Luis von Ahn, Laura A. Dabbish. CACM, 2008
1,304 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/70e4a1ac020bff847061e0e9eefa042c2af39600
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Mohit Bansal
- Douwe Kiela
- Yejin Choi
- Jianfeng Gao
- Luke S. Zettlemoyer
- Percy Liang
- Hannaneh Hajishirzi
- Caiming Xiong
In Developmental and Educational Psychology
- Sebastian Deterding
- Klaus Opwis
- Alexandre N. Tuch
- Elisa D. Mekler
- Florian Brühlmann
- Aditya G. Parameswaran
- Adam Marcus
- Lennart E. Nacke
In Sociology and Political Science
- Aditya G. Parameswaran
- Adam Marcus
- Sebastian Deterding
- Lennart E. Nacke
- Winter A. Mason
- Bo Li
- Yevgeniy Vorobeychik
- Liyiming Ke
Citations in the corpus
- Gamification. using game-design elements in non-gaming contexts (2011, neutral): “This included work detailing specific design features that afford player enjoyment [20].”
- VRKitchen: an Interactive 3D Virtual Environment for Task-oriented Learning (2019, background): “We believe that virtual reality games can provide us with an ideal medium to crowd source demonstrations from a broad range of users [52].”
- Human computation: a survey and taxonomy of a growing field (2011, background): “Furthermore, it is important to be able to prove that the game will yield correct results, much like designing a computer algorithm [66].”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, methodology): “The human computation games by Von Ahn and Dabbish (2008), for example, turn maximizing tag quality into a game mechanic by pairing two players together and having them guess how the other player would describe a given image, while avoiding a list of “taboo” tags.”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “This appeals to “games with a purpose” (Von Ahn & Dabbish, 2008), where an overt gaming goal (guess what word another user might think of when seeing this image) covertly solves human information tasks (tag images).”
- Social Cues, Social Biases: Stereotypes in Annotations on People Images (2018, background): “…been confirmed that message recipients are impacted by abstraction in the language used, with more abstract descriptions being interpreted as enduring characteristics of the target person, in contrast to concrete descriptions, which are seen as being transient (Wigboldus, Semin, and Spears 2000).”
- Behavioral Experiments in Email Filter Evasion (2016, methodology): “As a proxy, we use human subjects recruited using Amazon Mechanical Turk, a popular crowd-sourcing platform that is commonly utilized by behavioral science researchers to recruit and pay human subjects (Von Ahn and Dabbish 2008).”
- Calibration games: making calibration tasks enjoyable by adding motivating game elements (2011, background): “This research suggests that incorporating game elements into work activities improves motivation [19], but also cautions that it is important to carefully design the integration of game elements with work tasks [21].”
- From game design elements to gamefulness: defining "gamification" (2011, background): “As part of this movement, some researchers have loo k ed into “games with a purpose”, in which game play is piggybac k ed to solve human information tas k s such as tagging images [2], and using game interfaces and controllers in other contexts [17].”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “By communicating how many tags have been generated, points likely formed a clear connection between participants’ effort and their performance in the image annotation task [12, 24].”
- Who are the crowdworkers?: shifting demographics in mechanical turk (2010, background): “For example, Games With A Purpose [ 3 ] have used anonymous crowds of gamers on the web to label images, identify music, and perform other human intelligence tasks to support a variety of projects with low operational costs.”
- Designing an Online Infrastructure for Collecting AI Data From People With Disabilities (2021, background): “Games with a purpose, such as the "ESP Game" for labeling images, were an early success that leveraged the power of people on the Internet to collect data with a direct implication to improving accessibility by captioning images on the web [54, 55].”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “Serious games are game-based activities designed to promote a desired action such as knowledge sharing (Deterding, Khaled et al., 2011 ; Deterding, Sicart et al., 2011 ; Krause & Smeddinck, 2011 ; von Ahn & Dabbish, 2008 ).”
- Collaborative learning in networks (2011, background): “In fact, a number of classic psychological and behavioral economics experiments conducted using Amazon’s Mechanical Turk, a popular crowd-sourcing (18) site that is increasingly used by behavioral science researchers to recruit and pay human subjects, have recovered results indistinguishable from th”
- Input-agreement: a new mechanism for collecting data using human computation games (2009, background): “This mechanism is referred to as output-agreement [15] because players are given the same input and must agree on an appropriate output.”
- Challenges in Data Crowdsourcing (2016, background): “, Games with a purpose [56]) or while learning a new language (e.”
- Co-Creation: Toward a Taxonomy and an Integrated Research Perspective (2010, background): “On-line games can be designed so that the participants, while playing to socialize and be entertained, perform tasks computers are unable to perform [105].”
- Dynabench: Rethinking Benchmarking in NLP (2021, methodology): “We are working on making the tool useful for education, as well as gamifying the interface to make it (even) more fun to try to fool models, as a “game with a purpose” (Von Ahn and Dabbish, 2008), for example through the ability to earn badges.”
- Schelling points on 3D surface meshes (2012, methodology): “[Huang et al. 2009] compare algorithms with respect to points collected in a game (Photoshoot) that asks people to select points on images that they expect will match a partner’s selection, much like the ESP game proposed by [Von Ahn and Dab-bish 2008].”